Is there any pleasant way to manage events?

notalentgeek

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At this moment I have a map (a big map) which has more or less 200~ events. My questions are:

  1. Is there a way so that I can see all of my events in a map? So that I do not need to double click it one by one.
  2. Is there a way similar to "parenting" an event? I found that mostly I need to copy paste same event over and over. If I want to update one I need to manually update the rest.
Thank you I am looking toward your answer.
 

TheRiotInside

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I can answer #2 right away with Common Events. For actions that repeat quite often (like chest and door opening animations, or screen tints and BGM fades before map transitions) make them up in a Common Event in the database, and simply call them from your events on map. They're especially useful if down the road you want to change the sound effect for when a treasure chest opens, for example. You'd only have to change your one Common Event, instead of pulling out your hair trying to find all of your events on your maps. :)

#1, not so sure.
 

whitesphere

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Like TheRiotInside, I use Common Events for a lot of #2 cases.  To "pass in" arguments, I set Switches and/or Variables the Common Event then uses (or updates).

If you're using that many events, it might be good to see if they all have a similar purpose, such as "Detect when player reaches the edge of a map."  If they do, you might find a script to be far less painful than managing a ton of events.

For example, I created a simple "detect edge of map, call Common Event on touch" script instead of having a ton of "player touched this" events around the perimeter of my maps, because the latter got extremely annoying.
 
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Kes

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For Q #1, it depends what you want to do when you look at those events.

If you want to review them, or track something down, Shaz has a nifty script which extracts events into a text file which you then open in a spreadsheet.  You can find the details here.  It takes next to no time to get the information into a readable form.

If that's not what you want to do, could you expand a bit so that people can see more clearly exactly what you want to do?
 

notalentgeek

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Thank you I will try to modify my project using Common Event now!! :)

The problem with my first case is that I always named my events as "eventname_notfinished" for every event that I would like to continue working later on. Then I realized that I have hundreds of events those I need to open them one-by-one to check whether the event is finished or not. :(
 

Ralpf

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Thank you I will try to modify my project using Common Event now!! :)

The problem with my first case is that I always named my events as "eventname_notfinished" for every event that I would like to continue working later on. Then I realized that I have hundreds of events those I need to open them one-by-one to check whether the event is finished or not. :(
In that case it sounds like Shaz's script that ksjp17 linked would help. If not, you don't have to open up the event to see the name, if you just select them the name will show up in the bottom right of the program, you can also use the arrow keys to quickly move between them if they are close together.
 

Shaz

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I also have a script that will let you clone events. You can set one up as the "master", then for all the others, you just create the event and indicate it's a clone of the first one by using a comment. Then when you want to change them all, you only have to change one.


Common events are great, but the clone script gives you exact copies of events, which is handy if they all have the same sprite or multiple pages.


Naming your events is also helpful - by default, they have the name EV### which is the event number. If you give them unique names, you just have to click once, then look at the bottom right of the editor, and it will tell you what the event name is. Faster than double-clicking.
 
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notalentgeek

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Hei Shaz your Extract Events to text file is working like what I want thank you! Where I can find your script on cloning events?

EDIT: Nvm I found your script! :)
 
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